Cost: $4
Type: Action
Text: Copper produces an extra $1 this turn.
Here's a comprehensive strategy guide for Coppersmith:
Coppersmith Strategy Guide
Introduction Coppersmith is a $4 Action card from Intrigue that increases the value of all Copper cards in your deck by $1 for the turn. While this seems promising at first glance, Coppersmith is widely considered one of the weaker $4 cards in Dominion. However, understanding when and how to use it can help you maximize its potential in specific situations.
Basic Mechanics - When you play Coppersmith, each Copper you play afterward will produce $2 instead of $1 for that turn only - The effect applies to all Coppers played that turn, not just ones played after Coppersmith - Multiple Coppersmiths stack (two Coppersmiths make each Copper worth $3) - The effect only lasts for the current turn - It doesn't affect Silver, Gold, or other treasure cards
Core Strengths 1. Can potentially generate significant money in copper-heavy decks 2. Works well early game when decks naturally contain many Coppers 3. Relatively inexpensive at $4 4. Can enable early Province purchases with the right hand
Core Weaknesses 1. Requires both Coppersmith and multiple Coppers in the same hand 2. Becomes weaker as you improve your deck by adding Silver and Gold 3. Takes up an Action 4. Doesn't provide any deck improvement or card draw
Optimal Timing for Purchase
Early Game (Turns 1-5): - Best time to purchase Coppersmith - Your deck still contains many Coppers - Can help reach important price points like $5 and $6 - Consider buying if no stronger $4 options are available
Mid Game (Turns 6-12): - Effectiveness decreases as deck improves - Usually better to focus on deck improvement - Only buy if pursuing a specific Copper-focused strategy
Late Game (Turns 13+): - Generally poor purchase - Deck should have better treasures by this point - Actions better spent on victory cards or deck control
Strategic Considerations
Exception: specific Copper-focused strategies
Hand Composition Ideal hand contains:
Expected Money Output: - 3 Coppers: $6 total ($2 × 3) - 4 Coppers: $8 total ($2 × 4) - 5 Coppers: $10 total ($2 × 5)
Avoid in: - Decks focused on Silver/Gold - Action-heavy engines - Decks with limited card draw
Synergies and Combinations
Strong Synergies:
Can draw into multiple Coppers after playing Coppersmith
Copper Gainers
Ensures Coppersmith remains relevant
Doesn't dilute Copper density
Potentially massive money turns
Village Variants
Weak or Anti-Synergies:
Directly opposes Coppersmith strategy
Works against Coppersmith's purpose
Reduces Coppersmith effectiveness
Action-heavy engines
Specific Kingdom Considerations
When to Consider Coppersmith:
Time to set up combinations
Draw-heavy Kingdoms
Can consistently hit Coppersmith + Copper hands
Action-light Kingdoms
When to Skip Coppersmith:
Race to green cards
Engine Kingdoms
Counter-Strategies
Control key support cards
Defending Your Coppersmith:
Sample Strategies
Aim for $8 hands
Multi-Coppersmith Engine Goal: Stack multiple Coppersmith effects Components:
Draw large portion of deck
Copper-Focused Economy Goal: Maintain strong Copper-based deck Components:
Common Mistakes to Avoid
Ignoring better opportunities
Poor Timing
Holding too long for perfect hands
Neglecting Support
Failing to build reliable engine
Strategic Inflexibility
Advanced Tips
Consider opponent's strategy
Kingdom Analysis
Plan alternative strategies
Opportunity Cost
Evaluate treasure alternatives
Endgame Transitions
Conclusion
Coppersmith is a situational card that requires specific conditions to be effective. While not typically a strong choice, understanding its optimal use cases can help you identify the rare situations where it shines. Key points to remember:
Success with Coppersmith depends on: 1. Correct kingdom assessment 2. Proper timing of purchase 3. Supporting card choices 4. Maintained Copper density 5. Flexible strategic thinking
While not a top-tier card, mastering Coppersmith's use can provide an advantage in specific kingdoms and add another tool to your strategic arsenal.